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#31
Colonial Space Map Discussion / Re: Custom Map #8421: Attempt ...
Last post by toolforger - August 23, 2025, 05:58:07 PM
Nice idea, but some points to consider:

  • Random emitter placement can make all starting positions nonviable. This can frustrate anybody but the really die-hard players.
  • Ore mines randomly placed can get at least partially placed on space, hence permanently unusable. If you try to terp an ore mine, just to find out you can't build because that single field has level 0 - well, that's no big deal unless initially, but it is still is annoying.
  • There's lag if there are many emitters.
  • In the end, you still stabilize, and once stabilized, it turns around from hard-as-nails to easy-peasy. This makes the whole idea a bit hard to balance.

I found it interesting during the time when I had to continually build reactors, and expand to have enough room for reactors.

Maybe instead of adding more and more spore towers, make them stronger?
Though... if you keep adding to the strength, balancing can become more of a challenge.

So, I suggest going for nonrandom place
#32
Colonial Space Map Discussion / Custom Map #11557: Void defenc...
Last post by AutoPost - August 22, 2025, 08:39:54 AM
This topic is for discussion of map #11557: Void defence 5


Author: builder17
Size: 81x45

Desc:
Many enemies, but only one of them is actually challenging. You can be effective or do it slower, but focucing on lower left is still recommended. #Vanilla #Speedrun #Digitalis
#33
Colonial Space Map Discussion / Re: Custom Map #11003: Yamato ...
Last post by toolforger - August 21, 2025, 03:45:06 AM
Getting a foothold on the creeper island was an interesting challenge, but why the shield key deep in creeper land so you have to wait until it all clears out, and then move the command node over? That's just annoying.
#34
Farsite Colonies / Custom Map #5763: Fragment 2 [...
Last post by AutoPost - August 20, 2025, 12:04:53 AM
This topic is for discussion of map #5763: Fragment 2 [MPAC]


Author: The MOOOOOON
Size: 256x160
DISCUSS ON DISCORD
#35
Colonial Space Map Discussion / Custom Map #11556: S03-14 - Sy...
Last post by AutoPost - August 19, 2025, 02:01:26 PM
This topic is for discussion of map #11556: S03-14 - Sysx


Author: LappySheep
Size: 108x56

Desc:
Introduction to Ultras. Admittedly hard to showcase them on an entry-level without it being overwhelming. Time isn't reflective of difficulty. Unit data/etc can be found at https://lappysheep.github.io/S03_info/ as always.
#36
Not many Sleeper maps use islands. I found that refreshing and tried it again. Apparently I played it when it first came out but it looked worthy of a second run.

There's enough AC and PZ's on the map to destroy the Sleeper without Berthas. A single PZ Bertha makes it super-easy. In any case there are many ways to win and not many ways you can lose this map unless you do just about nothing.

Thanks for the map! =)
#37
Colonial Space Map Discussion / Re: Custom Map #9979: High Hil...
Last post by toolforger - August 18, 2025, 07:03:55 PM
Nice mechanic.
#38
Colonial Space Map Discussion / Re: Custom Map #4951: Troubles...
Last post by toolforger - August 17, 2025, 10:02:44 AM
Hopped on the middle island for me, but I could flood it with bombers.

Was a pretty fun map after all, though it's a bit unpredictable what the sleeper node will do so it's a bit hard on the designer to get a good design, and a bit hard on the player to make a strategy.

But still... I found it really nice.
#39
Farsite Colonies / Custom Map #5762: 3 V. By: Vl...
Last post by AutoPost - August 16, 2025, 06:21:25 PM
This topic is for discussion of map #5762: 3 V


Author: Vlad Von Carstien
Size: 150x96
DISCUSS ON DISCORD
#40
Quote from: toolforger on August 15, 2025, 04:47:57 AMThat face with the mouth was making me cringe for some reason.

Coulrophobia (the fear of clowns) maybe? According to fearof.net it's the 88th most common phobia out there, and totally understandable.

This was a pretty enjoyable challenge. I do really like fighting against similar units.

If you build beams just north of the mouth, with at least 1 range upgrade, they fall in the mouth.
If you build stuff on the sides of the map, the bombers will fall off the map when you shoot them down.

Thanks for the map! =)